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Viewing 15 results - 76 through 90 (of 557 total)
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  • Django9898
    Participant

    Hello everyone,

    sorry for this nooby question, but is there any way to turn off the headtracking of the mouse cursor while in the ingame inventory or the menus?

    Today i tried STALKER Anomaly for the first time and it’s really annoying when you want to select an item or a dialogue option in the inventory or ingame and the slightest head movement ensures that you click everything except that what you want to click.

    baggyg
    Participant

    Just want to avoid clogging up the system and getting in a mess

    #211471

    In reply to: GeForce Now Profile

    Ralf
    Keymaster

    Awesome. Thanks for the hint.

    BTW: I have added a nickname to your forum profile to avoid your mail address being exposed to harvesting bots. You should still be able to login with your mail address as user name.

    #211383
    JochenH
    Participant

    The game uses the Void engine, it is the same engine as D2 uses. I copied that and made a new profile for DOTO. The games starts well, looks okay, but the FOV is messed up. I tried the usual setting changes but without success.

    Finally I play this now with immersive screen and there the FOV is no problem. Its just using the controller’s right stick as your head movement, so it is playable.

    #211104
    Ralf
    Keymaster

    As far as mods are concerned the best rule of thumb is avoiding anything that hooks into the graphics pipeline as this tend to cause conflicts with vorpX (which does the same). Post FX mods, shader mods etc. typically fall into this category. A good indicator of whether a mod has the potential to cause trouble is whether it puts any DLL in the game folder, which usually means that the mod hooks into the game similar to vorpX.

    Also camera mods are to be avoided in games where vorpX handles the FOV or applies head tracking via its memory scanner function.

    Most other mods usually work, but of course there is no guarantee for that. If in doubt, first try without mods, then add mods in batches to easily find an offending one.

    #211023
    Ralf
    Keymaster

    In regard to this topic it might be interesting that stereoopsis is only one of many depth cues a human brain uses to derive depth from. There are actually more mono cues than stereo cues, stereo cues are dominant only for objects at close range where the left and right views are actually different. The farther away something is (und thus the less different the left and right view of the object become) the more important mono depth cues become. After about a dozen meters the difference between the left and right view of an object starts to become so small that monocular depths cues start to take over entirely.

    BTW: The dependency on distance is why Z3D can work surprisingly well in VR unless you start looking at objects very close to the camera, which isn‘t really what you do most of the time while actually playing a game. For everything farther away than maybe 2m or so Z3D can produce enough parallax without looking overly glitchy. Only below that threshold it either becomes too glitchy, or – if one wants to avoid the glitches – doesn‘t look realistic anymore.

    #210912
    Ralf
    Keymaster

    Personally I’d always recommend to stick to Link/AirLink, which under normal circumstances works at least as well as any third party streaming method. Adding an extra tool into the processing chain also adds a potential source of extra problems. Better to avoid that whenever possible.

    If for some reason you still want/have to use VD, you have to make sure that vorpX is set to SteamVR mode in the config app. VD can’t handle the Oculus/Meta-runtime calls, it only works with SteamVR.

    Ralf
    Keymaster

    That works somewhat different with vorpX. The SteamVR resolution only affects vorpX’s second rendering step and is determined automatically by the game resolution set in a game’s options menu. So that’s what you want to change for a crisper image.

    In some games vorpX can handle resolutions automatically by selecting a quality preset in the vorpX menu. Whenever that’s the case you see an according hint in the top/left corner of the game window as well as in the headset.

    If that is not available, you can set any resolution you like manually in the game options. For FullyVR mode most of the time 4:3 resolutions are the best choice to avoid rendering pixels that never show up in the headset, for cinema/immersive screen mode widescreen resolutions are usually best.

    You may want to add additional resolutions to your PC that it can not display normally:

    Custom Resolutions for the Direct VR Settings Optimizer

    #210648

    In reply to: The Sims 4

    Ralf
    Keymaster

    Awesome new Sims 4 plug-in that utilizes the vorpX modding API for adding better head tracking and motion controller support:

    https://github.com/convexvr/sims4-vr

    @ convexvr: I accidentally deleted your account since you used a throwaway mail address, which usually means the account is a spam account. Sorry! You’re welcome, of course. If you create a new account, please ideally use an actual mail provider, not some throwaway address to avoid that potentially happen again.

    #210414

    In reply to: Games Wish List

    Djnemonic
    Participant

    Post Void

    #210296
    senrab
    Participant

    Hi Ralf,

    Thank you for trying to help me out with anti-aliasing awhile back… I will sheepishly admit aliasing was actually working and I was confusing the AFR halo artifacts for aliasing. But anyways…

    I am wondering if there is a way to avoid switching into edgepeek mode during cutscenes? I know you will probably find your head mildly disconnected from your body… but my impression from trying the (overall inferior) LR VR mod was that the immersion is still greater in spite of this if G3D is left on during those scenes. It’s sad that some of the most emotional moments in the game (like the romance scenes for example) end up feeling like a fixed, non G3D video, I can see how some people would prefer that but it’d be nice to have the option.

    #210225
    Ralf
    Keymaster

    Please make sure that the name field looks exactly as in the e-mail, including the mail address in parantheses.

    Use copy and paste to avoid typos. Do not type manually.

    If that does not solve the issue, please make a screenshot of the dialog after you pasted in the data and send that as an e-mail attachment to support at vorpx com.

    #210030
    Demuse
    Participant

    I’ll second this, I really enjoyed Far Cry Primal with vorpX.

    Yet… not quite as good as CyberpunkVR. For me, the decoupled headlook (and aiming functionality) with the Cyberpunk mod is the critical feature to make it feel like a proper VR experience, and avoid the dreaded “gun-face” feeling. Or spear-face, as the case may be.

    #209880
    brown66
    Participant

    Ralf

    In your first post, you said this:

    “Turn on smart smoothing: should be OFF to avoid judder “.

    However, in the Pimax 5K/8K recommendations, inside the VorxP Held Overview, is written the opposite:

    “Turn on smart smoothing: should be ON to avoid judder”.

    Which one is the correct?

    #209555
    drowhunter
    Participant

    Thanks for the grip fix, im sure it will help.

    While I do agree with you about accidentaly triggering grip, I also know precisely how tightly I tend to grip the controller as to avoid that.

    In other games I usually go to “SteamVR input bindings ui” and I can usually adjust the pressure sensitivity but for some reason for Cyberpunk the grip binding is configured as pressure grip but doesn’t have the amount of pressure changeable (which it usually does)

    Since everyones likely to have a different opinion on this would it be a massive problem to allow the sensitivity to be something we can control? Isn’t it literally exposing a variable?

Viewing 15 results - 76 through 90 (of 557 total)

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